Pathfinder 1e
Archetype
Investigator
Toxin Codexer
While most investigators are well versed in the knowledge of poisons, the toxin codexer has made it a way of life.
- Class
- Investigator
- Kind
- Archetype
- Granted Spells
- —
- Choices
- 26 investigator talent slots replaced (toxin codexer)
While most investigators are well versed in the knowledge of poisons, the toxin codexer has made it a way of life. He meticulously seeks out new poisons and catalogs their effects, both those that are harmful and those that are potentially beneficial. A toxin codexer's detailed understanding of how his toxins work allows him to blend them with exact precision, creating even more deadly venoms or providing painful medicines for those in need.
Replaces
Keen RecollectionTrap SenseTrapfinding
Archetype Features
Poison Lore Level 1
A toxin codexer gains the poison lore ability at 1st level. This ability is otherwise identical to the investigator's poison lore class feature.
Synthetic Venom Level 3
When a toxin codexer prepares his extracts, he can use his slots to prepare short-lived poisons instead of extracts. The following poisons can be prepared into extract slots: 1st--arsenic, giant wasp poison, medium spider venom; 2nd--black adder venom, id moss, striped toadstool; 3rd-- blue whinnis, lich dust, sassone leaf residue; 4th--dark reaver powder, purple worm poison, third eye; 5th--deathblade, hemlock, witch-hunter's sword; 6th--black lotus extract, dragon bile, king's sleep.
Additional poison selections can be added to this list with GM approval.
The Fortitude save DC of these poisons is 10 + the toxin codexer's Intelligence modifier + the extract level of the poison. Poisons created in this way are unstable and become inert after 1 day if not used. Once the poison is administered to a target, the duration is as normal for that poison's type, even if longer than 1 day. These poisons can be applied to weapons (if applicable) only by the toxin codexer, unless he has the infusion alchemist discovery.
This modifies alchemy and replaces trapfinding and the investigator talent gained at 3rd level.
Modify Toxin Level 3
At 3rd level, a toxin codexer learns to unlock both the beneficial and detrimental side effects of his poisons. These effects apply even if the target succeeds at her save against the poison, but they still count as poison effects. A modified toxin becomes inert if not used within 1 hour.
As a move action, the toxin codexer can expend one use of inspiration to apply one of the following effects to a poison in his possession, choosing either the benefit or the detriment when an effect has both options. These effects last for a number of rounds equal to the investigator's Intelligence modifier unless otherwise stated.
Grant a +2 alchemical bonus or impose a -2 alchemical penalty on saving throws against exhaustion, fatigue, and sleep effects.
Grant a +4 alchemical bonus or impose a -4 alchemical penalty on saving throws against effects with the pain descriptor.
At 6th level, the toxin codexer can also choose from the following effects:
Affect a target so the first time she takes damage each round, she takes an additional 1d6 points of nonlethal damage. This is a pain effect.
Inflict or remove the fatigued condition.
At 9th level, the toxin codexer can also choose from the following effects:
Deal 1 point of bleed damage or cure any ongoing bleed effects.
Cure one disease or poison whose save DC does not exceed that of the modified poison. This has no effect on magical curses, diseases, or poisons.
At 12th level, the toxin codexer can also choose from the following effects:
Cure one magical disease or poison whose save DC does not exceed that of the modified poison.
Bestow a 30% spell failure chance on a target.
This replaces keen recollection and trap sense.
Investigator talent slots replaced (Toxin Codexer)
Chosen as you gain archetype choices — 26 options.
Alchemist Discovery
You can select one alchemist discovery as an investigator talent.
Blinding Strike
When the investigator deals damage with studied strike, the opponent must succeed at a Fortitude saving throw (DC [see source formula]) or be permanently bli...
Confusing Strike
When the investigator deals damage with studied strike, the opponent must succeed at a DC [see source formula] Fortitude saving throw or become confused for ...
Deafening Strike
When an investigator deals damage with studied strike, the opponent must succeed at a DC [see source formula] Fortitude saving throw or be permanently deafened.
Device Talent
The investigator can use the Use Magic Device skill even if not trained in that skill.
Effortless Aid
The investigator can use an aid another action as a move action instead of as a standard action.
Eidetic Recollection
An investigator can always choose to take 10 on any of his Knowledge checks, even if he's in immediate danger or distracted.
Empathy
When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result.
Expanded Inspiration
An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of in...
Hidden Agendas
An investigator learns to obscure his thoughts and endeavors from prying eyes and even intrusive magic.
Inspirational Expertise
When an investigator succeeds at a Knowledge check to identify a monster's special powers or vulnerabilities, he can expend one use of inspiration as a swift...
Inspired Alertness
Whenever the investigator becomes flat-footed, he can expend one use of inspiration to ignore that condition.
Inspired Intelligence
An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even those he's not t...
Inspired Intimidator
When the investigator succeeds at an Intimidate check to demoralize an opponent, he can expend one use of inspiration to automatically increase the result of...
Item Lore
An investigator can use Spellcraft to identify the properties and command words of magic items without the use of detect magic or similar spells.
Perceptive Tracking
The investigator can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill (Core Rulebook 107).
Quick Study
An investigator can use his studied combat ability as swift action instead of a move action.
Repositioning Strike
When the investigator deals damage with studied strike, he can perform a reposition combat maneuver as a free action against the creature damaged by studied ...
Rogue Talent
You can select one of the following rogue talents in place of an investigator talent: assault leader, black market connections, camouflage, canny observer, c...
Sapping Offensive
When the investigator damages a studied target, that creature cannot make attacks of opportunity for 1 round.
Sickening Offensive
When the investigator damages a studied target, that creature is also sickened for 1 round.
Stealing Strike
When the investigator deals damage with studied strike, he can perform a steal combat maneuver as a free action against the creature damaged by studied strike.
Tenacious Inspiration
When an investigator rolls his inspiration die, he can roll an additional inspiration die and take the higher result.
Toppling Strike
When the investigator deals damage with studied strike, he can perform a trip combat maneuver as a free action against the creature damaged by studied strike.
Unconventional Inspiration
An investigator with this talent can pick any one skill.
Underworld Inspiration
An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, prov...